Wargame Mechanics Index

Fire at Sea: The Battle of the Denmark Strait

Playing-card damage decks where a hit keeps drawing while each card is higher than the last, and armour is expressed as which suits and ranks penetrate.

Introductory WW2 surface-action game recreating the Denmark Strait battle (Bismarck and Prinz Eugen vs Hood and Prince of Wales) on a 4'x4' sea mat gridded in 6-inch squares. Turns run Movement, Shooting, Damage Control and Morale phases; movement depends on a shared 2d6 speed roll and hits on a 2d6 shooting roll. Damage is resolved by drawing playing cards from a side's damage deck, checked against each ship's suit-based armour table, with captain cards supplying use-or-lose Captain Points and special abilities.

Get it from the Wargame Library Open in the index

Mechanics 23 · 2 distinctive

Damage & Attrition

3dmg
Damage Cards & Gun Damage ChartAscending card-chain damage

A hit draws damage cards, continuing to draw while each new card beats the last, within a range set by ship classes.

How it works

Every hit draws one card from the side's damage deck. If range is within the Gun Damage Chart value for firer vs target class (e.g. BB/BC vs BB/BC 3 spaces), draw another; if higher than the previous card it also counts, and drawing continues until a card of equal or lower value appears.

If you are in the range listed then draw a second card and if the value is higher than the previous card it is also a hit. Continue drawing damage cards until you draw a card that is of equal or lower value
Download · p. 6 Quote verified
2dmg
Damage Effects ChartCritical hits / special damage

Card rank determines special damage: gunnery, speed, bridge or magazine hits.

How it works

Ace: gunnery radar hit (+2 shooting number); King: gunnery hit (+1); Queen/Jack: speed hit (+1 speed number); 4-10: hull damage equal to value; 3: bridge hit (lose one Captain Point permanently); 2: magazine hit, roll 2d6 and on 10+ the ship is sunk, otherwise +1 shooting number.

Magazine Hit! Roll both six-sided dice. On 10+ the ship is sunk. If not sunk then +1 to ship’s shooting number.
Download · p. 7 Quote verified
1dmg

Ships sink when accumulated hull damage reaches their Hull value.

How it works

Number cards 4-10 cause hull damage equal to their value, tracked with HULL markers; hulls are e.g. Bismarck 30, Hood 25, Prinz Eugen 18. Hull damage cannot be repaired and every 7 points worsens speed by 1.

Hull: The number of accumulated hull damage points caused by damage that a ship can take before it sinks.
Download · p. 3 Quote verified

Ranged Combat

3fire

Each ship's armour lists which card suits and ranks cause damage, varying by firing ship class.

How it works

Drawn damage cards are compared to the target ship's armour list against that firer: e.g. Bismarck vs Hood/PoW takes damage from all Spades, all Clubs and Diamonds 5-7, never Hearts. Cards not listed are discarded without effect.

you compare the card to the armor of the target ship. if it is listed on the target ship’s armor then it causes damage.
Download · p. 7 Quote verified
2fire
Splash MarkersRanging / bracketing

Consecutive fire on the same target accumulates splash markers that improve accuracy.

How it works

After shooting, the firer places one of its two splash markers in the target's space, and the second on a subsequent turn's shot at the same ship; each gives -1 to the shooting number. Markers move with the target ship and are all removed if the firer switches targets.

After shooting, place one of your Splash Markers in the enemy space. Place your second Splash Marker when you fire at the ship on a subsequent turn. (All Splash Markers are removed when you shoot at a different ship.)
Download · p. 6 Quote verified
1fire
Shooting numberTarget-number to-hit

Roll 2d6 equal to or above the firing ship's modified shooting number to hit.

How it works

Each ship fires at one enemy per turn. Modifiers: +1 per space of range, -1 per 2 Captain Points, -1 per own splash marker on the target, +1 per King and +2 per Ace gunnery damage card, +1 if failed morale, +2 if target outside broadside. Example: Bismarck shooting 5 at range 4 with two splashes needs 7.

To score a hit you must roll both six-sided dice and score a result equal to or higher than the firing ship’s modified shooting number.
Download · p. 6 Quote verified

Movement & Manoeuvre

2move

A side's single 2d6 speed roll determines whether each ship may advance a space this turn.

How it works

One 2d6 roll is used for both ships of a side; if it equals or exceeds a ship's modified Speed number, the ship moves forward one space (or forward diagonal) or turns 45 degrees; otherwise it may only turn 45 degrees. Speed is worsened +1 per Jack/Queen damage card and +1 per 7 points of hull damage. Spending 3 Captain Points allows both a move and a turn.

If the ‘speed roll’ die is equal to or greater than the ship’s modified speed then it may move forward one space, (which may be a forward diagonally adjacent space) -OR- may change direction 45-degrees
Download · p. 5 Quote verified
1move

Ships change heading in 45-degree increments within their square.

How it works

A ship that passes its speed roll may move or turn 45 degrees; one that fails may only turn 45 degrees. Facing determines broadside: firing at a target outside the broadside adds +2 to the shooting number.

If unsuccessful the ship may only change direction 45-degrees
Download · p. 5 Quote verified
1move
Game Map (6-inch squares)Gridded movement

Ships occupy 6-inch squares, one ship per square, facing a side or a corner.

How it works

The 4'x4' cloth is gridded in 6-inch squares; only one ship may occupy a square and ships face either a side or a corner of their square. Ships may leave the map except to the north (Greenland ice). Range is counted in squares, diagonally included.

During the game only one ship may occupy a space. A ship faces the side of a space -or- the corner of a space.
Download · p. 4 Quote verified

Command & Control

2cmd
Captain PointsCommand points / PIPs

Each captain has a per-turn, use-or-lose pool of points spent on shooting, movement, damage control and morale.

How it works

Captain Points (typically 3-5) are spent through the turn: every 2 committed to shooting give -1 to the shooting number, 3 allow move-and-turn, any number add to damage control rolls, and each used gives -1 to the morale number. Bridge hits permanently remove a Captain Point. Scenario flotillas use Commodore Points (+1 per point, max one per shot).

They are ‘use or lose’ each turn and may be used for: Shooting, Movement, Damage Control and Morale Checks. Expend them as you move through the turn.
Download · p. 2 Quote verified
1cmd
Spotting (Michel scenario)Spotting & detection

German ships cannot fire until night-attacking British flotillas are spotted at d3 spaces.

How it works

In the MTB Attack scenario each German torpedo boat rolls a d3 at the end of each movement phase and spots British flotillas within that many spaces; until spotted Germans may not fire and must steam straight ahead.

Each German torpedo boat rolls a d3 and will spot British flotillas that many spaces away.
"Michel Scenario" · p. 2 Quote verified

Resolution Engine

2engine

Two standard decks (one per side) resolve damage while 2d6 resolves movement, shooting and tests.

How it works

Two 52-card decks without jokers are used, German ships drawing from the German damage deck and British from theirs. Suit drives penetration and rank drives effect.

Two 52-card decks of playing cards with the Jokers removed are needed to resolve damage effects.
Download · p. 1 Quote verified
1engine
Two six-sided diceSix-sided dice core

All rolls (speed, shooting, damage control, morale) are 2d6 against a target number.

How it works

2d6 roll-equal-or-higher is used for speed, shooting (vs modified shooting number), damage control (10+), morale and magazine (10+).

You will need two standard six sided dice to resolve shooting.
Download · p. 1 Quote verified

Forces & Unit Definition

2force

Historical admirals and captains provide Captain Points, morale and a unique special ability.

How it works

Examples: Tovey 'Sea Dog' rerolls speed rolls of 2-3; Holland 'Expert Gunnery' rerolls missing doubles; Lütjens 'For the Fatherland' +1 to one die roll per turn but may be killed by a Bridge hit on 9+; Schmundt 'Mercurial' rolls 2d6 for his morale each phase.

Fighter: Roll 2d6 before the shooting phase. On a 9+ his ship fires before the British and any hits take effect immediately.
Captain Cards · p. 3 Quote verified
1force
German captain selectionPoints-based force building

The German player buys captains for both ships from a 5-point budget.

How it works

The British pick an Admiral (Tovey or Holland) for Hood and any captain for Prince of Wales; the Germans have Lütjens on Bismarck and spend up to 5 points on captains for Bismarck and Prinz Eugen, cards costing 1-4 points.

They then spend up to 5 points to buy captains for both the Bismarck and Prinz Eugen.
Download · p. 2 Quote verified

Morale & Cohesion

1morale

Ships with failed morale shoot worse and must open range.

How it works

A Failed Morale ship has +1 to its shooting number and must move to increase range to the enemy if possible; failed ships count toward the opponent's victory.

Effects of Failed Morale • +1 to ship’s shooting number. • The ship must move to increase the range to the enemy if possible.
Download · p. 8 Quote verified
1morale
Morale PhaseMorale tests

Ships hit this turn or already failed roll 2d6 against the captain's modified morale.

How it works

Roll 2d6 equal to or greater than the captain's morale; modifiers -1 per Captain Point used, +1 per damage card, +2 if currently failed. Failure marks Failed Morale; a ship with Failed Morale removes it by passing.

To check morale roll both six-sided dice. If the result is equal to or greater than the modified Captain’s morale then the ship carries on.
Download · p. 8 Quote verified

Naval Systems

2naval
Damage Control PhaseShip systems & crew

Each ship may attempt to repair one damage card per turn, with odd failures becoming permanent.

How it works

Pick one Gunnery, Gunnery Radar, Magazine or Speed card; roll 2d6 plus any Captain Points spent; 10+ discards it. If the unmodified roll was odd the damage becomes permanent, if even it may be retried next turn. Hull and Bridge damage cannot be fixed.

If the unmodified roll was an odd number, the damage is permanent; if the roll was even then you may try to discard the damage on a subsequent turn.
Download · p. 8 Quote verified
1naval
BroadsideNaval gunnery

Ships fire one target per turn and are penalised firing outside the broadside arc.

How it works

Each ship fires at one enemy per turn; range counts +1 per space and targets not in the broadside add +2. Gun Damage Chart ranges by class pairing govern multiple damage cards.

+2 if firing at a target not in your broadside. (see diagram)
Download · p. 6 Quote verified

Scenario, Campaign & Victory

1scen

Sides win by sinking or breaking both enemy ships; the Germans can also win by escaping.

How it works

Germans win if both British ships are sunk and/or at Failed Morale, or there are at least 6 zones between the fleets; British win if both German ships are sunk and/or at Failed Morale. Michel scenarios use VPs instead.

The German player wins if both British ships are sunk and/or currently have failed morale -OR- there are at least 6 zones (counting diagonally) between the German and British ships.
Download · p. 8 Quote verified
1scen
Michel ScenariosHistorical scenarios

Two linkable 1942 Channel scenarios with flotilla stats, VPs and carried-over damage.

How it works

Scenario 1 (MTB Attack) and Scenario 2 (DD Attack) pit British light forces against the raider Michel and five torpedo boats, with Channel Dash forced movement, VP scoring and a mini-campaign option where damage carries over. Ship cards add torpedo values and repairable/permanent damage tracks.

If you are playing this as a two scenario mini-campaign then damage incurred in Scenario 1 carries over to this scenario.
"Michel Scenario" · p. 3 Quote verified

Turn Structure & Sequence

1turn

Each turn has four fixed phases: Movement, Shooting, Damage Control, Morale.

How it works

British move first then Germans; Germans shoot first then British but all shooting effects apply simultaneously; then ships attempt repairs; then ships hit this turn or with Failed Morale check morale. Victory is checked at turn end and the game lasts until one side wins.

Each turn is divided into the following four phases: 1. Movement Phase ... 2. Shooting Phase ... 3. Damage Control Phase ... 4. Morale Phase
Download · p. 5 Quote verified
1turn
Shooting Phase (simultaneous effects)Simultaneous turns

Shots are resolved in sequence but effects are applied after both sides fire.

How it works

The German player resolves shots first, then the British, but damage effects are not applied until after the British have fired. A captain ability (Fighter) can make his ship's hits take effect immediately.

Although the German player must resolve his shots first, the effects of all shooting are not applied until after the British player fires.
Download · p. 6 Quote verified